using System.Collections.Generic;
using VRage.Utils;
using VRageMath;

namespace VRage.Data.Audio
{
	public class MyAudioEffect
	{
		public enum FilterType
		{
			LowPass,
			BandPass,
			HighPass,
			Notch,
			None
		}

		public struct SoundEffect
		{
			public Curve VolumeCurve;

			public float Duration;

			public FilterType Filter;

			public float Frequency;

			public bool StopAfter;

			public float OneOverQ;
		}

		public int ResultEmitterIdx;

		public List<List<SoundEffect>> SoundsEffects = new List<List<SoundEffect>>();

		public MyStringHash EffectId;
	}
}
